﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Navigation;
using System.Windows.Shapes;
using Microsoft.Phone.Controls;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input.Touch;
using Microsoft.Xna.Framework.Audio;

namespace LaserGun
{
    public partial class GamePage : PhoneApplicationPage
    {
        ContentManager contentManager;
        GameTimer timer;
        SpriteBatch spriteBatch;

        // For rendering the XAML onto a texture
        UIElementRenderer elementRenderer;

        Texture2D gunImage;
        Texture2D laserImage;
        SoundEffect laserSound;
        SoundEffectInstance instance;
        bool isFiring;

        public GamePage()
        {
            InitializeComponent();

            // Get the content manager from the application
            contentManager = (Application.Current as App).Content;

            // Create a timer for this page
            timer = new GameTimer();
            timer.UpdateInterval = TimeSpan.FromTicks(333333);
            timer.Update += OnUpdate;
            timer.Draw += OnDraw;

            // Use the LayoutUpdate event to know when the page layout 
            // has completed so that we can create the UIElementRenderer.
            LayoutUpdated += new EventHandler(GamePage_LayoutUpdated);
        }

        protected override void OnNavigatedTo(NavigationEventArgs e)
        {
            // Set the sharing mode of the graphics device to turn on XNA rendering
            SharedGraphicsDeviceManager.Current.GraphicsDevice.SetSharingMode(true);

            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(SharedGraphicsDeviceManager.Current.GraphicsDevice);

            // TODO: use this.content to load your game content here
            gunImage = contentManager.Load<Texture2D>("lasergun");
            laserImage = contentManager.Load<Texture2D>("Laser");
            laserSound = contentManager.Load<SoundEffect>("ShotSound");
            instance = laserSound.CreateInstance();
            instance.IsLooped = true;

            // Start the timer
            timer.Start();

            base.OnNavigatedTo(e);
        }

        protected override void OnNavigatedFrom(NavigationEventArgs e)
        {
            // Stop the timer
            timer.Stop();

            // Set the sharing mode of the graphics device to turn off XNA rendering
            SharedGraphicsDeviceManager.Current.GraphicsDevice.SetSharingMode(false);

            base.OnNavigatedFrom(e);
        }

        /// <summary>
        /// Allows the page to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        private void OnUpdate(object sender, GameTimerEventArgs e)
        {
            // TODO: Add your update logic here
            TouchCollection touchCollection = TouchPanel.GetState();
            if (touchCollection.Count > 0)
                isFiring = true;            
            else
                isFiring = false;

            if (isFiring)
            {
                if(instance.State.Equals(SoundState.Stopped));
                    instance.Play();
            }
            else
                instance.Stop();
        }

        /// <summary>
        /// Allows the page to draw itself.
        /// </summary>
        private void OnDraw(object sender, GameTimerEventArgs e)
        {
            SharedGraphicsDeviceManager.Current.GraphicsDevice.Clear(Color.Black);

            // TODO: Add your drawing code here
            // Render the Silverlight controls using the UIElementRenderer.
            elementRenderer.Render();

            spriteBatch.Begin();

            // Using the texture from the UIElementRenderer, 
            // draw the Silverlight controls to the screen.
            spriteBatch.Draw(elementRenderer.Texture, Vector2.Zero, Color.White);

            if (isFiring)
                spriteBatch.Draw(laserImage, new Microsoft.Xna.Framework.Rectangle(300, 202, 500, 25), Color.White);
            spriteBatch.Draw(gunImage, new Microsoft.Xna.Framework.Rectangle(0, 90, gunImage.Width, gunImage.Height), Color.White);
            
            spriteBatch.End();
        }

        void GamePage_LayoutUpdated(object sender, EventArgs e)
        {
            // Create the UIElementRenderer to draw the XAML page to a texture.

            // Check for 0 because when we navigate away the LayoutUpdate event
            // is raised but ActualWidth and ActualHeight will be 0 in that case.
            if ((ActualWidth > 0) && (ActualHeight > 0))
            {
                //SharedGraphicsDeviceManager.Current.PreferredBackBufferWidth = (int)ActualWidth;
                //SharedGraphicsDeviceManager.Current.PreferredBackBufferHeight = (int)ActualHeight;
            }

            if (null == elementRenderer)
            {
                elementRenderer = new UIElementRenderer(this, (int)SharedGraphicsDeviceManager.Current.PreferredBackBufferHeight, (int)SharedGraphicsDeviceManager.Current.PreferredBackBufferWidth);
            }
        }
    }
}